Results 21 - 30
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935
Variational principles, Surface Evolution, PDE's, level set methods and the Stereo Problem
- IEEE TRANSACTIONS ON IMAGE PROCESSING
, 1999
"... We present a novel geometric approach for solving the stereo problem for an arbitrary number of images (greater than or equal to 2). It is based upon the denition of a variational principle that must be satisfied by the surfaces of the objects in the scene and their images. The Euler-Lagrange equati ..."
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Cited by 151 (18 self)
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We present a novel geometric approach for solving the stereo problem for an arbitrary number of images (greater than or equal to 2). It is based upon the denition of a variational principle that must be satisfied by the surfaces of the objects in the scene and their images. The Euler-Lagrange equations which are deduced from the variational principle provide a set of PDE's which are used to deform an initial set of surfaces which then move towards the objects to be detected. The level set implementation of these PDE's potentially provides an efficient and robust way of achieving the surface evolution and to deal automatically with changes in the surface topology during the deformation, i.e. to deal with multiple objects. Results of an implementation of our theory also dealing with occlusion and vibility are presented on synthetic and real images.
Wavecluster: A multi-resolution clustering approach for very large spatial databases
, 1998
"... Many applications require the management of spatial data. Clustering large spatial databases is an important problem which tries to find the densely populated regions in the feature space to be used in data mining, knowledge discovery, or efficient information retrieval. A good clustering approach s ..."
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Cited by 147 (5 self)
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Many applications require the management of spatial data. Clustering large spatial databases is an important problem which tries to find the densely populated regions in the feature space to be used in data mining, knowledge discovery, or efficient information retrieval. A good clustering approach should be efficient and detect clusters of arbitrary shape. It must be insensitive to the outliers (noise) and the order of input data. We pro-pose WaveCluster, a novel clustering approach based on wavelet transforms, which satisfies all the above requirements. Using multi-resolution property of wavelet transforms, we can effectively identify arbitrary shape clus-ters at different degrees of accuracy. We also demonstrate that WaveCluster is highly effi-cient in terms of time complexity. Experi-mental results on very large data sets are pre-sented which show the efficiency and effective-ness of the proposed approach compared to the other recent clustering methods.
Image Mosaicing for Tele-Reality Applications
, 1994
"... While a large number of virtual reality applications, such as fluid flow analysis and molecular modeling, deal with simulated data, many newer applications attempt to recreate true reality as convincingly as possible. Building detailed models for such applications, which we call tele-reality, is a m ..."
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Cited by 145 (11 self)
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While a large number of virtual reality applications, such as fluid flow analysis and molecular modeling, deal with simulated data, many newer applications attempt to recreate true reality as convincingly as possible. Building detailed models for such applications, which we call tele-reality, is a major bottleneck holding back their deployment. In this paper, we present techniques for automatically deriving realistic 2-D scenes and 3-D texture-mapped models from video sequences, which can help overcome this bottleneck. The fundamental technique we use is image mosaicing, i.e., the automatic alignment of multiple images into larger aggregates which are then used to represent portions of a 3-D scene. We begin with the easiest problems, those of flat scene and panoramic scene mosaicing, and progress to more complicated scenes, culminating in full 3-D models. We also present a number of novel applications based on tele-reality technology.
A Space-Sweep Approach to True Multi-Image Matching
, 1996
"... The problem of determining feature correspondences across multiple views is considered. The term "true multi-image" matching is introduced to describe techniques that make full and efficient use of the geometric relationships between multiple images and the scene. A true multiimage technique must ge ..."
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Cited by 141 (4 self)
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The problem of determining feature correspondences across multiple views is considered. The term "true multi-image" matching is introduced to describe techniques that make full and efficient use of the geometric relationships between multiple images and the scene. A true multiimage technique must generalize to any number of images, be of linear algorithmic complexity in the number of images, and use all the images in an equal manner. A new space-sweep approach to true multi-image matching is presented that simultaneously determines 2D feature correspondences and the 3D positions of feature points in the scene. The method is based on the premise that areas of space where several viewing rays intersect are the likely locations of observed 3D scene features. It is shown that the intersections of viewing rays with a plane sweeping through space can be determined very efficiently, and a statistical model is developed to tell how likely it is that a given number of viewing rays will pass th...
On the geometry and algebra of the point and line correspondences between N images
, 1995
"... We explore the geometric and algebraic relations that exist between correspondences of points and lines in an arbitrary number of images. We propose to use the formalism of the Grassmann-Cayley algebra as the simplest way to make both geometric and algebraic statements in a very synthetic and effect ..."
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Cited by 138 (6 self)
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We explore the geometric and algebraic relations that exist between correspondences of points and lines in an arbitrary number of images. We propose to use the formalism of the Grassmann-Cayley algebra as the simplest way to make both geometric and algebraic statements in a very synthetic and effective way (i.e. allowing actual computation if needed). We have a fairly complete picture of the situation in the case of points: there are only three types of algebraic relations which are satisfied by the coordinates of the images of a 3-D point: bilinear relations arising when we consider pairs of images among the N and which are the well-known epipolar constraints, trilinear relations arising when we consider triples of images among the N , and quadrilinear relations arising when we consider four-tuples of images among the N . In the case of lines, we show how the traditional perspective projection equation can be suitably generalized and that in the case of three images there exist two in...
Removing Shadows from Images
- In ECCV 2002: European Conference on Computer Vision
, 2002
"... Abstract—This paper is concerned with the derivation of a progression of shadow-free image representations. First, we show that adopting certain assumptions about lights and cameras leads to a 1D, gray-scale image representation which is illuminant invariant at each image pixel. We show that as a co ..."
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Cited by 128 (16 self)
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Abstract—This paper is concerned with the derivation of a progression of shadow-free image representations. First, we show that adopting certain assumptions about lights and cameras leads to a 1D, gray-scale image representation which is illuminant invariant at each image pixel. We show that as a consequence, images represented in this form are shadow-free. We then extend this 1D representation to an equivalent 2D, chromaticity representation. We show that in this 2D representation, it is possible to relight all the image pixels in the same way, effectively deriving a 2D image representation which is additionally shadow-free. Finally, we show how to recover a 3D, full color shadow-free image representation by first (with the help of the 2D representation) identifying shadow edges. We then remove shadow edges from the edge-map of the original image by edge in-painting and we propose a method to reintegrate this thresholded edge map, thus deriving the sought-after 3D shadow-free image. Index Terms—Shadow removal, illuminant invariance, reintegration. 1
A database and evaluation methodology for optical flow
- In Proceedings of the IEEE International Conference on Computer Vision
, 2007
"... The quantitative evaluation of optical flow algorithms by Barron et al. (1994) led to significant advances in performance. The challenges for optical flow algorithms today go beyond the datasets and evaluation methods proposed in that paper. Instead, they center on problems associated with complex n ..."
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Cited by 119 (9 self)
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The quantitative evaluation of optical flow algorithms by Barron et al. (1994) led to significant advances in performance. The challenges for optical flow algorithms today go beyond the datasets and evaluation methods proposed in that paper. Instead, they center on problems associated with complex natural scenes, including nonrigid motion, real sensor noise, and motion discontinuities. We propose a new set of benchmarks and evaluation methods for the next generation of optical flow algorithms. To that end, we contribute four types of data to test different aspects of optical flow algorithms: (1) sequences with nonrigid motion where the ground-truth flow is determined by tracking hidden fluorescent texture, (2) realistic synthetic sequences, (3) high frame-rate video used to study interpolation error, and (4) modified stereo sequences of static scenes. In addition to the average angular error used by Barron et al., we compute the absolute flow endpoint error, measures for frame interpolation error, improved statistics, and results at motion discontinuities and in textureless regions. In October 2007, we published the performance of several well-known methods on a preliminary version of our data to establish the current state of the art. We also made the data freely available on the web at
Relative Orientation
- International Journal of Computer Vision
, 1990
"... Abstract: Before corresponding points in images taken with two cameras can be used to recover distances to objects in a scene, one has to determine the position and orientation of one camera relative to the other. This is the classic photogrammetric problem of relative orientation, central to the in ..."
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Cited by 113 (2 self)
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Abstract: Before corresponding points in images taken with two cameras can be used to recover distances to objects in a scene, one has to determine the position and orientation of one camera relative to the other. This is the classic photogrammetric problem of relative orientation, central to the interpretation of binocular stereo information. Iterative methods for determining relative orientation were developed long ago; without them we would not have most of the topographic maps we do today. Relative orientation is also of importance in the recovery of motion and shape from an image sequence when successive frames are widely separated in time. Workers in motion vision are rediscovering some of the methods of photogrammetry. Described here is a simple iterative scheme for recovering relative orientation that, unlike existing methods, does not require a good initial guess for the baseline and the rotation. The data required is a pair of bundles of corresponding rays from the two projection centers to points in the scene. It is well known that at least five pairs of rays are needed. Less appears to be known about the existence of multiple solutions and their interpretation. These issues are discussed here. The unambiguous determination of all of the parameters of relative orientation is not possible when the observed points lie on a critical surface. These surfaces and their degenerate forms are analysed as well.
Map Learning with Uninterpreted Sensors and Effectors
- Artificial Intelligence
, 1997
"... This paper presents a set of methods by which a learning agent can learn a sequence of increasingly abstract and powerful interfaces to control a robot whose sensorimotor apparatus and environment are initially unknown. The result of the learning is a rich hierarchical model of the robot's world (it ..."
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Cited by 103 (16 self)
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This paper presents a set of methods by which a learning agent can learn a sequence of increasingly abstract and powerful interfaces to control a robot whose sensorimotor apparatus and environment are initially unknown. The result of the learning is a rich hierarchical model of the robot's world (its sensorimotor apparatus and environment). The learning methods rely on generic properties of the robot's world such as almost-everywhere smooth e ects of motor control signals on sensory features. At thelowest level of the hierarchy, the learning agent analyzes the e ects of its motor control signals in order to de ne a new set of control signals, one for each of the robot's degrees of freedom. It uses a generate-and-test approach to de ne sensory features that capture important aspects of the environment. It uses linear regression to learn models that characterize context-dependent e ects of the control signals on the learned features. It uses these models to de ne high-level control laws for nding and following paths de ned using constraints on the learned features. The agent abstracts these control laws, which interact with the continuous environment, to a nite set of actions that implement discrete state transitions. At this point, the agent has abstracted the robot's continuous world to a nite-state world and can use existing methods to learn its structure. The learning agent's methods are evaluated on several simulated robots with di erent sensorimotor systems and environments.
Mobile Robot Localization Using Landmarks
, 1997
"... We describe an efficient method for localizing a mobile robot in an environment with landmarks. We assume that the robot can identify these landmarks and measure their bearings relative to each other. Given such noisy input, the algorithm estimates the robot's position and orientation with respect t ..."
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Cited by 101 (4 self)
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We describe an efficient method for localizing a mobile robot in an environment with landmarks. We assume that the robot can identify these landmarks and measure their bearings relative to each other. Given such noisy input, the algorithm estimates the robot's position and orientation with respect to the map of the environment. The algorithm makes efficient use of our representation of the landmarks by complex numbers. The algorithm runs in time linear in the number of landmarks. We present results of simulations and propose how to use our method for robot navigation.

